Competitive strategy gaming apparatus

ABSTRACT

A strategy game to be played in competition by multiple players. The game includes a map, partitioned into a grid of hexagonal cells, and accompanying game elements to be placed and interacted with on the grid. The game includes means of play designed to maximise the player&#39;s utilisation of strategic decision making skills to achieve tactical and logistical superiority.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The invention described and entailed within pertains to a method ofplaying a strategy game whereby players interact with game pieces on amap towards the purpose of conflicting with their opponents' game piecesuntil such time as a plurality of objectives has been met.

2. Description of the Prior Art

One novel feature of this invention as a method of playing a strategygame is its failure to utilise a random result generator, such as aplaying die, deck of cards, spinner, or electronic device, for thepurpose of resolving conflict or determining the movement of gamepieces. Instead, game mechanics rely on individual players' skill andpredetermined, intrinsic values respectively. This can be found in manypuzzle and mind games such as the antique and ubiquitous “Chess” butalso in war games such as U.S. Pat. No. 1,160,348 to Watkins, U.S. Pat.No. 2,313,303 to Szatrow, and U.S. Pat. No. 3,998,463 to Zumchak. Thesepatents; however, lack other novel aspects of this invention such as theaccumulation and expenditure of resources for the purpose of placingadditional game pieces on the map subsequent to the game's start.

Another novel feature of this invention as a method of playing astrategy game is the allowance for adjacent game pieces to support oneanother during conflict resolution. Examples of this can be found inU.S. Pat. No. 1,160,348 to Watkins as well as the game “Diplomacy”,published by the Avalon Hill game company. Limitations of the Watkinspatent with regard to this invention have already been introduced. TheAvalon Hill games both entail means of playing significantly differentfrom that pertaining to his invention, specifically but not exclusivelysimultaneity of play among players whereas the preferred embodiment ofthis invention requires players to take their turns in sequentialintervals.

Another novel feature of this invention as a method of playing astrategy game is the utilisation of a map partitioned into a grid ofhexagonal cells on which game pieces may be placed and moved. There aremany examples of these maps found in the means of playing games, wargames in particular. U.S. Pat. No. 1,160,348 to Watkins, U.S. Pat. No.3,823,943 to Chamecki, U.S. Pat. No. 4,093,236 to Hoffa, U.S. Pat. No.4,783,079 to Phelan, U.S. Pat. No. 5,118,115 to Codinha, and the game“Jutland” published by the Avalon Hill game company, each detail the useof such a map. All but the Watkins and Phelan patents rely on randomnumber generators and only the Codinha patent allows for theaccumulation and expenditure of resources.

Another novel feature of this invention as a method of playing astrategy game is the combination of conflict resolution as found in wargames with aspects of resource management as found in property tradinggames, such as the popular “Monopoly” (U.S. Pat. No. 2,026,082). U.S.Pat. No. 4,373,731 to Whiteman, U.S. Pat. No. 5,118,115 to Codinha, andU.S. Pat. No. 5,687,969 to Logan each have rules allowing for theaccumulation and expenditure of resources. Each of these patents,however, lack other novel features of this invention such as thereluctance to use a random number generator and the ability for gamepieces to mutually support one another.

Another novel feature of this invention as a method of playing astrategy game is the delayed effect of attrition during conflictresolution, i.e. game pieces must be “hit” several times before they arepermanently removed from the map. This is a common mechanic employed inrole-playing classed games such as “Dungeons & Dragons” published byWizards of the Coast, as well as numerous war games specificallyintended for use on computers. U.S. Pat. No. 5,687,969 to Logan and thegame “Jutland” are two examples, of this mechanic employed in a“table-top” or “board” game. Limitations of these examples with regardto this invention have already been introduced.

Another novel feature of this invention as a method of playing astrategy game is the granting of players a plurality of mutuallyexclusive options in regards to how they may conduct their turn. Thisaspect bears resemblance to the game “Puerto Rico” published by RioGrande Games but does not include this game's player-exclusivity ofoption rule. U.S. Pat. No. 3,998,463 to Zumchak and U.S. Pat. No.5,687,969 to Logan both grant the player a plurality ofmutually-exclusive options in regards to each of the specific gamepieces but not to the player's turn as a whole.

No prior art, to the knowledge of the inventor, encompasses more thanthree of the aforementioned novel aspects specific to this invention.Therefore it is claimed that this invention is unique in character andprovides for a particular niche in strategy gaming that has beenneglected by other, categorically similar art.

SUMMARY OF THE INVENTION

It is the primary objective for this invention to provide users with ameans of entertainment. As a game, the means of play is intended to befun and enjoyable.

It is the secondary objective for this invention to provide users withintellectual stimulus. This pertains primarily with regards to strategyand to the application of logistics, with the outcome of play dependantentirely on individual players' skill and a strong emphasis of thisbeing on the positioning of game pieces on the map board.

This objective is primarily achieved by the invention's failure toutilise a random result generator, such as a playing die or deck ofcards, often found in other art of similar type. Because no randomelements are present to affect the outcome of play, this outcome becomesdependant entirely on the respective skills of the players involved.

Additionally features implemented towards this end include rulesallowing for individual game pieces to act in conjunction with adjacentgame pieces, adding an additional dimension to their positioning on theplaying surface. Also, the use of a map partitioned into a grid ofhexagonal cells, which is geometrically more realistic than the commonsquare-celled, or “checkerboard”, grid and particularly useful whencombined with the aforementioned mutual support rules. Also of note isthe combination of conflict resolution rules with resource managementrules, requiring the player to simultaneously consider two levels ofthought for effective play. Also, rules that present the players withthe economic concept of “opportunity-cost”, forcing them to makedecisions that will simultaneously enable and restrict their means ofplay.

It is the tertiary objective for this invention to be relatively simpleand elegant in design and construction while remaining true to theaforementioned objectives. This is intended to allow the invention toappeal to an optimal demographic of game-playing consumers through bothintellectual and financial accessibility.

DESCRIPTION OF DRAWINGS

FIG. 1 is a birds-eye perspective view of an example playing surfaceincluding a grid of cells (1) and prospective indicia (2,3,4).

FIG. 2 is an isometric perspective view of an example asset element (5)being conjoined to two strength elements (6).

FIG. 3 is an isometric perspective view of a conjoined group of assetand strength elements (5,6) positioned on a section of the playingsurface.

DESCRIPTION OF THE PREFERRED EMBODIMENT 1. Game Apparatus

The apparatus of the game consists of a playing surface (FIGS. 1, 3) anda plurality of game elements (FIGS. 2, 3). The playing surface, or“board”, which structurally should be nineteen inches square and flat toconform to standard apparatus of this type, will consist of a grid ofcells (1), hexagonal in shape. The individual hexagons should measurenine-tenths of an inch from each parallel face. Overall the grid shouldbe roughly hexagonal in shape and consist of a width of about twentycells. Sporadically placed throughout the grid, inhabiting individualcells, are indicia representative of unique function. These indicia areof three different varieties herein called: “Base System” (2), “ExtraSystem” (3), and “Wormhole” (4). Base System and Extra System cells,referred to collectively as “Systems”, will typically have correspondingidentifying text printed near them on the board.

Game elements should be slightly smaller than the cells of the boardwith a breadth of approximately seven-eighths of an inch, and such mayconsist of interlocking chips (as per the example in FIGS. 2, 3),miniatures, or any appropriate item at the discretion of themanufacturer. There are three types of game elements: asset elements(5), strength elements (6) and resource elements (6). The strength andresource elements in this embodiment are combined into a single,dual-functioning game piece called a “Token”. Tokens should be neutralof any player affiliation and designed so as to be easily conjoined toasset elements. About sixty-five Tokens shall be included with the game.

Asset elements consist of six types of game “pieces” herein called“Capitol”, “Starport”, “Colony”, “Cruiser”, “Frigate”, and “Transport”.Asset elements shall be adorned with unique indicia representative ofthe piece's type and player affiliation. Each player will receive a setof pieces to a total of four Cruisers, five Frigates, three Transports,one Capitol, two Starports, and ten Colonies.

2. Initial Setup

At the game's start, each player receives a set of game pieces and eightTokens. Each player then in turn arbitrarily places his Capitol on aSystem cell, provided that that System is no fewer than six cellsdistant from any other Capitol. They may then place one Cruiser,Frigate, and Transport on different cells adjacent to their Capitol.When placed on the board, one Token is placed beneath the Frigate,Transport, and Capitol while the Cruiser has three Tokens placed beneathit. Any remaining Tokens are placed in a location referred to as the“Bank”.

3. The Turn

Players take their turns in intervals sequentially to one another. Thereare no rules governing by what criteria players are to take theirrespective turns but for that once an order is established, it is to beadhered to for the remainder of play. A very common method is to pickone player by agreement or chance to initiate play and for turns tocontinue from player to player clockwise by virtue of their position inrelation to the board.

At the start of a turn, the active player, that is the player whose turnit is, must choose one of three Phases that will determine what actionsare made available to them over the course of the turn. The three Phasesare called the Income Phase, the Build Phase, and the Command Phase.Each piece on the board belonging to the player may then be theinitiator of a single action during the course of the turn with thespecific actions available, if any, depending on the type of game pieceand the chosen Phase.

A. Income Phase Actions

Produce Income: Applicable to each Capitol and Colony piece. Grants theplayer two Tokens from the Bank.

In the event the player's aggregate income for the turn exceeds thenumber of Tokens in the Bank, a circumstance referred to as Breaking theBank occurs. Upon Breaking the Bank, the active player receives whatTokens as the Bank has available. Then all players must contribute halfof their Tokens on hand, rounded down, to the Bank.

B. Build Phase Actions

Construct Ship: Applicable to each Capitol and Starport piece. Theplayer may place a new Cruiser, Frigate, or Transport piece on any emptycell adjacent to the action-initiating piece. This action requires theexpenditure of Tokens from the player's hand to the Bank. Cruisers cost6 Tokens while Frigates and Transports cost 4. New pieces start at “fullstrength”, which is to say they are placed with the maximum allowance ofTokens beneath them, provided by the Bank. Cruisers are granted 3 Tokenswhile Frigates and Transports are granted 1.

Repair Ship: Applicable to each Capitol and Starport piece. The playermay withdraw Tokens from their hand and place them beneath a Cruiser,Frigate, or Transport piece located in a cell adjacent to theaction-initiating piece. A piece may not have more Tokens transferred toit so as to exceed its full strength allowance of 3 in the case of aCruiser and 1 in the case of a Frigate or Transport.

Colonise System: Applicable to each Transport piece. The player mayplace a new Capitol, Colony, or Starport piece on any empty System celladjacent to the action-initiating piece. This action draws upon thestrength of the initiating Transport, transferring one Token fromunderneath it and rendering this to the Bank. If the Transport has noTokens beneath it, the Transport is instead removed from the board.Furthermore, this action requires the expenditure of Token from theplayer's hand to the Bank. Capitols cost 12 Tokens while Colonies andStarports cost 4. New Capitols and Colonies start at full strength andare placed with 1 Token beneath them, provided by the Bank. A Capitolmay only be placed if the player does not already have a Capitol piecein existence on the board.

Repair System: Applicable to each Transport piece. The player maywithdraw a Token from their hand and place it beneath a Capitol orStarport piece adjacent to the action-initiating piece. The Capitol orStarport may not have more Tokens transferred to it so as to exceed itsfull strength allowance of 1.

C. Command Phase Actions

At the start of the Command Phase, each Cruiser, Frigate, and Transporthas the free opportunity to move on the board. This movement does notcount as an action. Pieces may move a distance of empty cells notexceeding their maximum “movement point” allowance of 2, 4, and 3 forCruiser, Frigate, and Transport pieces respectively. If a piece hasstarted on a Wormhole cell then the player may automatically move it toany empty Wormhole cell on the board, at the expense of 1 movement pointand 1 Token from beneath the piece, which is rendered to the Bank.Pieces without any Tokens may not move via Wormhole. If a piece shouldmove from one cell adjacent to an opponent's piece to another celladjacent to that same piece, the opponent's piece may make a free Attackaction against the active player's piece, subject to the normal rulesand restrictions of the Attack action.

Most Command Phase actions require the comparison of “combat value”between the action-initiating piece and a target piece. The combat valueof the action-initiating piece is calculated by taking the that piece'sbase combat value, 2 in the case of the Cruiser and Capitol pieces and 1in all other cases, and incrementing it by 1 per each piece engaging inthe Support action, subject to the rules of the Support action. Thetarget piece's combat value is calculated by taking that piece's basecombat value, 2 in the case of the Cruiser and Capitol pieces and 1 inall other cases, and incremented by 1 per piece adjacent to the targetpiece that belongs to the defending player.

Attack: Applicable to each Cruiser, Frigate, Capitol, and Starportpiece. Removes a Token from beneath an opponent's Cruiser, Frigate, orTransport piece, adjacent to the action-initiating piece, and returns itto the Bank. If the attacked piece has no Tokens beneath it, it isremoved from the board. The Attack action is only successful if thecombat value of the action-initiating piece is equal to or exceeds thatof the target piece.

Invade: Applicable to each Transport piece. Removes a Token from beneathan opponent's Capitol, Starport, or Colony piece, adjacent to theaction-initiating piece, and renders it to the Bank. If the targetedpiece has no Tokens beneath it then it is removed from the board and maybe replaced with a Capitol, Starport, or Colony piece belonging to theactive player. If the active player chooses to place a piece of adifferent type than that which was removed, they must first expend aplurality of Tokens from their hand to the Bank. The placement of aCapitol piece incurs a cost of 12 Tokens while the placement of a Colonyor Starport piece incurs a cost of 4 Tokens. The Invade action is onlysuccessful if the combat value of the action-initiating piece is equalor greater than that of the target piece. If the action-initiating piecehas no Tokens beneath it, it is removed from the board. Otherwise, 1Token is withdrawn from beneath the action-initiating piece and renderedto the Bank.

Board: Applicable to each Transport piece. Removes an opponent'sCruiser, Frigate, or Transport piece, adjacent to the action-initiatingpiece, and replaces it with an identical piece belonging to the activeplayer. The Board action is only successful if the target piece has noTokens beneath it and the combat value of the action-initiating piece isequal or greater to that of the target piece. If the action-initiatingpiece has no Tokens beneath it, it is removed from the board. Otherwise,1 Token is withdrawn from beneath the action-initiating piece andrendered to the Bank.

Support: Applicable to all pieces. The Support action is made inconjunction with another piece initiating the Attack, Invade, or Boardaction. Pieces engaging in the aforementioned actions have their combatvalue incremented by 1. In order to engage in a Support action, theaction-initiating piece must be adjacent to the target piece of theaforementioned actions. Pieces may engage in only one Support action perturn, regardless if it should meet the criteria to support multipleactions initiated by other pieces.

D. Blockades

If during the Income or Build Phases a System cell has adjacent to it aFrigate piece belonging to an opponent then that System is determined tobe under a Blockade. Any Capitol, Starport, or Colony piece in aBlockaded System loses its opportunity to initiate actions, nor may itbe the target of actions initiated by Transports. Each Frigate may onlyBlockade one System per turn; if a Frigate is a position where by it mayBlockade two Systems, the possessor of that Frigate must declare at theturn's start which System is to be Blockaded. Blockades remain in effectuntil the offending Frigate is no longer adjacent to the afflictedSystem or until the Blockade is “lifted” or nullified by the presence ofa Frigate, adjacent to the Blockaded System, belonging to the activeplayer.

4. Objective

The players' objective is to have on the board a predetermined number ofStarport, and Colony pieces under their possession, as well as theirCapitol piece, at the start of their turn. The aggregate number of suchpieces is dependant on the number of players participating in theinstance of the game. In a game consisting of two players, thirteen ormore such pieces are required to satisfy victory conditions; in a gameof three players, ten or more such pieces are required; in a game offour players, eight or more such pieces are required.

5. Additional Rules

This invention is a base method of playing a strategy game and mayinclude a range of additional rules labelled as “advanced”, “optional”,or “house” so long as the design and scope of the invention, asdescribed above, remain adhered to. Examples of such rules, in this casefor the purposes of providing a game of shorter duration in time, arelisted as follows.

-   A. Only Base Systems apply to the play of the game. Extra Systems    are ignored and count as empty cells. Victory conditions are reduced    to nine, eight, and seven Capitol, Starport, or Colony pieces, for a    game consisting of two, three, and four players respectively.-   B. After Capitol pieces have been placed on the board, players    sequentially may place a Starport or Colony pieces on any empty    System cell until such time as all such cells are occupied.-   C. Prior to the initiation of play, Tokens in the Bank are evenly    distributed between the players. Remaining Tokens are returned to    the Bank.

1. A competitive strategy gaming apparatus comprising: (a) a playingsurface of predetermined area overlaid by a grid comprising a pluralityof cells that may contain indicia representative of predeterminedfunction; (b) a plurality of asset elements that are representative ofobjects that may be placed within said cells and thereupon interactedwith by the users, and may contain indicia representative ofpredetermined function, value, and propriety; (c) a plurality ofstrength elements that may be combined with said asset elements andthereof represent increased longevity of use of said asset elements; (d)a plurality of resource elements representative of resources that may beaccumulated and expended by the users.
 2. The said competitive strategygaming apparatus of claim 1 wherein said cells have six sides.
 3. Ameans of using said competitive strategy gaming apparatus of claim 1wherein conflict resolution is determined solely by the skill of theusers, thereby negating the necessity of randomly generated results. 4.A means of using said competitive strategy gaming apparatus of claim 1wherein said asset elements may function cooperatively, therebydynamically increasing strategic importance of their position on saidsurface.
 5. A means of using said competitive strategy gaming apparatusof claim 1 wherein said resource elements may be accumulated andexpended by the users towards the purpose of introducing additional saidasset elements on said surface or increasing the strength of said assetelements, both subsequent to the art's initiation of use, therebycombining the strategic elements of conflict resolution and resourcemanagement.
 6. A means of using said competitive strategy gamingapparatus of claim 1 wherein said strength elements function as a bufferagainst conflict resolution failures of said asset elements, therebyincreasing the longevity of use of said asset elements.
 7. A means ofusing said competitive strategy gaming apparatus of claim 1 whereinusers, upon each interval of use, are required to choose from aplurality of mutually exclusive options that directly affect thefunction of said asset elements, thereby increasing the strategicimportance of decision making by providing a substantialopportunity-cost versus benefit conundrum.